/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

/* ScriptData
SDName: Boss_Grilek
SD%Complete: 100
SDComment:
SDCategory: Zul'Gurub
EndScriptData */

#include "ScriptPCH.h"
#include "zulgurub.h"

#define SPELL_AVARTAR                24646                  //The Enrage Spell
#define SPELL_GROUNDTREMOR            6524

class boss_grilek : public CreatureScript
{
    public:

        boss_grilek() : CreatureScript("boss_grilek") { }

        struct boss_grilekAI : public ScriptedAI
        {
            boss_grilekAI(Creature *c) : ScriptedAI(c) { }

            uint32 Avartar_Timer;
            uint32 GroundTremor_Timer;

            void Reset()
            {
                Avartar_Timer = 15000 + rand()%10000;
                GroundTremor_Timer = 8000 + rand()%8000;
            }

            void EnterCombat(Unit * /*who*/)
            {
            }

            void UpdateAI(const uint32 diff)
            {
                //Return since we have no target
                if (!UpdateVictim())
                    return;

                //Avartar_Timer
                if (Avartar_Timer <= diff)
                {
                    DoCast(me, SPELL_AVARTAR);
                    Unit *pTarget = NULL;

                    pTarget = SelectUnit(SELECT_TARGET_RANDOM,1);

                    if (DoGetThreat(me->getVictim()))
                        DoModifyThreatPercent(me->getVictim(),-50);
                    if (pTarget)
                        AttackStart(pTarget);

                    Avartar_Timer = 25000 + rand()%10000;
                } else Avartar_Timer -= diff;

                //GroundTremor_Timer
                if (GroundTremor_Timer <= diff)
                {
                    DoCast(me->getVictim(), SPELL_GROUNDTREMOR);
                    GroundTremor_Timer = 12000 + rand()%4000;
                } else GroundTremor_Timer -= diff;

                DoMeleeAttackIfReady();
            }
        };

        CreatureAI* GetAI(Creature* pCreature) const
        {
            return new boss_grilekAI(pCreature);
        }
};

void AddSC_boss_grilek()
{
    new boss_grilek();
}

